use electronic warfare to bring together radar and weaponry

stryker shared this feedback 21 days ago
Not Enough Votes

weapons and radar should have a close association in combat in SE2. radar should not only provide some search benefits, but should serve as the basis for how AI blocks and guns see enemies. radar shouldn't be an optional sensor to help you find other players, it should be a necessary component to operate any armament on your ship that isn't manually aimed.

another game, NEBULOUS: Fleet Command (N:FC), does this exceptionally well, so i will use gifs from there to demonstrate how a similar system could work in SE2.


the radar system could easily be broken down into 3 values: tracking distance, tracking quality, and tracking type


1: Tracking Distance

tracking distance would determine how far out you spot a target.

an engineer making unarmed civilian vessels could use large surveillance radars that would let him know of any incoming hostile ships at a great distance. these radars would draw a lot of power and provide little benefit to a ship in combat as the quality of the track would be terrible.


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GIF of long distance low quality search radar in N:FC. each scattered red diamond represents where an AI-controlled weapon would point if the crew attempted to fire on that track. for the sake of view-ability, the full range of this radar is not demonstrated.

warships would instead opt to use higher frequency radars with lower range but higher tracking quality.


2: Tracking Quality

tracking quality would determine how effective of a firing solution your AI turrets will have when shooting at someone tracked by your radar.

low track quality = signal marker bounces around where the enemy ship actually is

high track quality = signal marker holds steady around the enemy ship's true location

an engineer building a warship will opt for higher frequency radars that give him a clear track that wont cause all of his cannon shots to miss, the downside would be he now has less range to search for new targets.


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GIF of short distance high quality search radar in N:FC. take note of how the red tracking diamonds are no longer scattered but are instead almost directly overlain upon the signature source.

since he wont have enough power leftover to run both a high and a low frequency radar, the engineer would have to try to track his targets at a longer range by using their own radar against them.


3: Tracking Types

the incoming radar waves of an enemy ship's radar could be used against them to triangulate their position and get an extremely rough idea of where they might be.

a smart warring engineer would mount ESM modules on a couple of his ships to detect when anxious cargo haulers are constantly running their radar.

this type of tracking would provide horrible quality, but it would give a rough idea of where the enemy is


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GIF of an ESM module in N:FC. Take note of how only the Tracking ID is displayed, there is no distance or red tracking diamond present. Weapons cannot fire on this target until it is detected with an actual radar.

meanwhile a smart trader or miner would only use his radar briefly every few minutes and shut it off and flee once he locates an enemy and realizes it is approaching him.

the same defensive player could mount his own ESM device to detect when someone has pointed a radar at him.

there could be additional forms of tracking such as thermal and radio

thermal could be a cheaper alternative that allows players to track engine signatures, but will only be able to detect ships while they are accelerating or decelerating. this is a feature already present in many SE1 community servers.

radio would basically be what is currently in SE1, you just follow an enemy's antenna or beacon signal. i feel that in SE2 there should be private antenna channels which show allies exactly where you are but only give enemies a very rough idea of your location.


Other Notes

jammers could potentially saturate someones radar temporarily, putting fake warship signals all over their screen whilst the jammer is active and pointed in their direction.


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GIF of my ship being jammed in N:FC. Take note of how the ship jamming me has no data shown, not even its tracking ID. The only detail present is a "J" in the direction of the jamming source. The yellow false markers are only present in the direction I am being jammed from.

custom missiles could benefit from having seeker blocks that follow incoming radar signals or even emit their own radar signals. radar could be the basis for how AI blocks are able to see enemies

smaller and more flat ships could potentially receive some bonuses to stealth by having radar be less likely to pick up their signature.

radar signatures dont have to be super in-depth, the system could just be based on the amount of PCU on your grid. more PCU = more signature. this would help casual players feel less overwhelmed by such a mechanic

Replies (3)

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Pretty interesting suggestion here. Seems pretty simple without going overboard nor relying too much on realism; though, I would prefer if there was some way to approach without being hit by radar (thruster/thermal based, as you said, or perhaps just radio).


I know in some other Sci-fi scenarios with ships they have thruster cones and that kind of thing, so maybe something with that? Dunno. Could even be something like "If X grid is too slow" or "too close to asteroid" then it can't be detected? Would love to see if they add this, or perhaps as a mod.

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yes i totally agree, i think the sequence of detection in order of furthest to closest would be something like

Radar -> Antenna -> Thermal/Thrust -> Visual

radar would just be what i shared above

antenna would be a sort of consentual form of giving away your position by broadcasting and using action relays (as is currently done in SE1)

thermal would be for spotting enemies that are accelerating

and visual would of course be when you can see the actual ship with your eyes/cameras


having thermal would mean you can still find players who are in battles, near stations, mining, etc. but would still keep bases and drifting vessels safe from petty raiders/griefers. search radar would be able to still spot those bases and vessels. maybe there could be an IRST module for this or thermal signatures could just appear regardless

and like you said, grids near voxels should be nearly invisible to search radar especially if they are embedded in the terrain. if you're using a radar with really high quality but shorter range, it would ideally still detect those bases and vehicles close to terrain.

maybe there could be an implementation of an entirely separate GMTI radar but i feel like it would be overkill and too realistic for the average engineer.


i really do hope radar is at least introduced to SE2, even if its not exactly as i think it should be. a quality mod of it would be alright too, i just hope anyone capable might see this post in the future and consider developing a system like it if it isnt added


thank you for the reply!

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The idea of radars and target acquisition/tracking is an interesting one, though given the nature of the game the idea of having only one radar for lack of power is a rather odd one. When not playing a server that limits reactors I find it isn't hard to easily get several hundred MW of power once one has access to uranium. Subsequently I might instead advise taking a page or two out of IRL radars to try and balance them with things like targeting radar covering only a limited arc and larger radars having increased detection/lock range. It will probably also be necessary to limit how quickly a radar can be turned off and on, lest a scripter do something silly where they only have their radar on one tick out of every twenty to make them hard to detect while the script compensates for the missing time to still accurately target weapons.


...It might also be interesting to include requiring ship's computer-power to determine how many targets can be tracked, and the ability for ships to share target-data via antenna (or whatever SE2's equivalent is).

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i do strongly agree that power might not be a good enough limiter for radars. i think a fix would be if radars were also really high PCU (both for gameplay & performance balance), and with a per-grid pcu limit it could easily make including too many radars and reactors on a build impossible. thats a different matter of balancing altogether though


N:FC actually does portray the difference in radar line-of-sight (i assume thats what you mean by limited arc) too and i probably should have mentioned it:

- the accurate tracking radars are actually reliant on AESA/PESA panels covering the ship

i should mention these are what are being used in the second GIF, not the little fire control radar visible on the top. its really hard to see the actual panels on the ship i was using, but you can kind of see one on GIF 3

depending on the type of radar computer you connect the panels to, these panels can actually act as both search and fire-control radar

another major benefit of the panels is that they are all over your ship and just because one of them goes down doesn't mean you're instantly blind. also they're able to function with minor debuffs to track quality to even if you get holes blown in them since they have no moving parts. the survivability could be represented in SE2 by either having them come in a bunch of 50cm blocks that can be stitched together to contribute to a radar quality modifier on whatever side they are facing, or by simply just allowing the panels to be overpenetrated by projectiles

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there is also a little spinning AESA/PESA panel visible on the other ship

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- the long range search radar seen in the first GIF has to rotate to face targets, it also only 'fires' in a cone. it has the longest range of all the radars but it is also the most primitive in terms of technology and has terrible accuracy

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- there is fire control radar that is capable of maintaining a precise and exact lock on a single ship, this radar is good for precision weapons like railguns and command-guided missiles. fire control radars do NOT have any search capability at all and you can only lock onto something you have already seen with a track/search radar

basically, this is SE1's existing lock feature but turned into a component

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- there are additionally PDC fire-control radars which lock to incoming missiles and aircraft. their fire-control is entirely integrated and automated for the sake of gameplay and they cannot lock onto actual ships. these turrets share their lock to any PDCs that dont also have integrated FC radars. i should note that N:FC completely disables PDC combat between ships and these turrets simply will not shoot enemy ships that are within range AT ALL (the armor of the ships is too thick for the bullets to get through anyways).

AESA/PESA panels are considered the best and most reliable overall, but those big search radars are for those niche moments when you're really having a hard time finding stuff


the vulnerability of radar being flicked on and off quickly is definitely real, ideally AI turret locks shouldn't be able to function in the brief time that the radar is off so the turrets would also stutter on/off while firing.

i honestly do think it could be something that gets exploited, but to be fair radars are also just electronics in real life and those same tricks of rapidly turning on and off are used in warfare. a simple fix would probably be just allowing ESM/ELINT markers to persist for a few seconds after the enemy has turned off their radar. if keen decides they hate these players, they could also make the pulsing of the radar cause it to 'overheat' and take damage if it turns on and off too quickly

funnily, i actually noticed this same issue of rapid off/on being present in SE1's antennas


also yes, i agree there should totally be some way to cast radar data from one ship to another over an antenna. in N:FC they also have intelligence centers you can put on your ship that chips away at 'packets' of information about whatever you are tracking. it will slowly overtime provide data on ship size, name, if it has any functioning weapons, and if it is currently being piloted. the ships that have the intelligence centers dont actually need to have radars as well, the information can be sent over antenna


sorry if it seems like im dumping excess info, i just wanted to also take the time to mention extra stuff for anyone else reading :P

thank you for the reply!

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"...the vulnerability of radar being flicked on and off quickly is definitely real, ideally AI turret locks shouldn't be able to function in the brief time that the radar is off so the turrets would also stutter on/off while firing..."

-Unfortunately, a script that can toggle radar like that can also compensate for itself to allow turrets to still fire. They may not be able to pick a detail block off someone's hull without damaging the rest of the ship, but predicting where to aim for center-mass between cycles wouldn't be too hard...


As SE1 does indeed already have issues with people toggling blocks a stupid number of times per second with little regard for the consequences to the server (why does an invo-script that checks every inventory it sees need to cycle 20 times per second and be installed on every grid on a base?), it may be prudent to put some manner of cooldown on such actions both to limit abuses and to help protect the sim-speed.

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All considerations regarding the radar system encounter one fundamental problem:

We have a game engine that has all the necessary information.

The problem lies in how to give the player an appropriate amount of this information in order to maintain the balance of the game.


So considerations about the radar system should start from this point.

If we wanted to correctly simulate a real radar:

The scanned space is divided into conical or pyramidal segments with vertices in the radar antenna. The "radar system" scans all segments step by step, one by one. At each step, the "radar system" asks the "game engine" three questions:

- Does the segment currently being scanned contain any game objects?

- At what distance?

- Is the game object in the scanned segment a voxel object or a grid?

This is followed by scanning the next segment and asking the same questions.

The performance of a simulated computer radar system is determined by the number of segments (basically their angular width) and the speed at which they are scanned.

In real radar, the scanned segment may not be regular; for example, marine radars for searching for surface targets often have a "plate" shape that is wide in the vertical direction. The third coordinate is defined by the sea surface.

The transmission power of the simulated radar determines the length of the segment (note that the range of a real radar is a function of the fourth power of the power, so to double the range we need sixteen times the power – or sixteen times the antenna area).

Such simulations work better in a polar coordinate system than in the rectangular coordinate system used in the game....

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i believe many games featuring realistic radar also use cartesian or rectangular coordinate systems: War Thunder, DCS World, and Arma, among others. it is also possible to use both coordinate systems at the same time for the most performance, but this would require more work from the developers as the polar system would be an addition to VRage3 itself (if it already isnt a feature). though if the developers are completely opposed to making additions to VRage3 at this point, then radar might never be a feature :(

N:FC uses the Unity game engine, so it gets all the advantages you talk about as Unity features both polar and cartesian coordinates

if adding polar coordinates as an additional feature of VRage3 is what you suggest, then yes, i agree it is something that the developers would probably have to do if they wanted the absolute best performance.


on the matter of the scanning mechanic itself, what goes on behind the scenes doesn't have to be 1:1 realistic and doesn't need to be actual scanning. i don't think there should be an actual radar screen/UI like in War Thunder, but rather just show grids as waypoints on-screen when they are picked up by radar. this way, the system could just filter out voxels from the calculation entirely.

as you said, the game already has all the information it needs and knows where all the grids are and that helps to cut out the entire scan process from the calculations, everything after that would be illusions to make the player think they are actually searching

rather than actually scanning segments, it would be easier to just set up an event for whenever a ship enters or exits the boundary of a radar and then showing/hiding the radar track if it is inside/outside that boundary, respectively.


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thank you for the reply!

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Of course, space segmentation can also be solved for rectangular Cartesian coordinates, but it involves a "little" more calculation and the conical segment is not "smooth." On the other hand, segments can partially overlap.


The procedure I propose has several other "advantages" that make it more "realistic":

- the range of the radar, i.e. the length of the segment, can depend not only on power but also on the size (area) of the antenna - the range of the radar can be easily scaled

- The simulated computing power of the radar system and the search speed can be easily scaled - Each added "computer block" increases the number of simultaneously searched segments

- The pair of questions "Does the segment contain an object?" and "distance of the object?" does not provide the exact position of the object - the object can be located anywhere in the cross-section of the segment at a given distance. And this segment cross-section area can be quite large - at a great distance, many times larger than the dimensions of the object.

This makes it easy to simulate surveillance radars as well as target tracking radars. Surveillance radars have "wide" scanned segments with a larger angle and divide the space into a small number of segments that can be scanned quickly. However, they do not provide accurate position information. Tracking radars scan a smaller, "narrower" space, and the scanned segments are also narrower, thus providing more accurate information about the probable position of the target.

- The question of "voxel or grid" allows us to easily distinguish between "natural" objects (asteroids and the like) and "artificial" objects (e.g., ships). Asteroid detection is also important—radars can enable remote exploration of mineral resources.

- It is also possible to ask another (fourth) simple question: is the object moving, is it moving in relation to the radar? At what speed relative to the line of sight? Such a question would simulate Doppler detection of moving targets.

- The proposed method allows the behavior of the radar to be simulated according to the radar equation (simplified and modified, of course; solving problems such as antenna gain and its dependence on frequency is pointless) – and thus also include the RCS of the target in the simulation. However, this also requires "ad hoc" coefficients.

The question, however, is how to define RCS in the game – unlike real RCS, it should be a single unambiguous number in the game. At the same time, it should not reveal anything about the internal structure of the object...

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i really like your idea of using radar for mineral searches too, that also adds another reason for non-combat ships to also seek out radar

it would also be cool if those segments could be turned into blindspots whenever the radar takes damage


these suggestions are great, thank you for your reply!

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Radar damage problem:

- Damage to the antenna reduces its surface area, which leads to a reduction in radar range

- Damage to the electronics reduces the scanning speed and segment search speed

- It would be nice if, when the radar is damaged, the size of the scanned space segments were "secretly" changed (increased) - this would simulate a reduction in radar accuracy.


RCS target... In the radar equation, the antenna area appears in the second power. If we said that the RCS of the game is the cubic root (or square root) of the ship's weight (empty weight, construction weight) in kilograms (or tons), both numbers would be approximately the same. Such an RCS value still characterizes the overall size of the ship quite well (compared to other ships), but reveals nothing about its design. At the same time, it ensures that small ships do not become invisible, only less visible at long distances, and at the same time ensures that medium-sized ships are not visible at infinite distances. This does not help huge super ships, but their creators are not trying to hide anything.

The balance of gameplay should be such that a small ship with a small radar antenna and low transmission power can see a large ship with a large RCS at approximately the same distance as a large ship with a large antenna and high transmission power can see a small ship with a small RCS.


I have not yet tried to do such a simulation using numerical calculations - there are enough unknown factors that have not yet appeared in the game. We don't know how the radar system will actually be designed, how its transmission power and computing power can be regulated, whether it will be possible to build an antenna of the required size, but we also don't know what the "visibility of objects" will be in the game universe (in SE1 it is adjustable in the range of 10-50km).

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I thought of a way to use stealth technology in the RCS calculation (maybe)...

RCS is the square or cube root of the ship's mass.

A "stealth block" is a structural block or panel with low resistance and low strength. It cannot be used as a structural element in practice, or only to a very limited extent. It has a mass comparable to that of a normal block of comparable dimensions.

A "stealth block" reduces the calculated weight for the purposes of determining RCS by a certain proportion of its own weight (it is therefore calculated as "negative weight"). For example, one kilogram of "stealth block" weight hides itself and half a kilogram of another block's weight. Then a "radar invisible" ship would be made up of two-thirds from stealth blocks.

Advantages: simplicity of calculation, use increases the actual weight of the ship and thus reduces its maneuverability.

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stryker - your animation from 10.08.25 22:28 is good. That's kind of how I imagine it, how it should work

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i like the idea of stealth blocks, though i can see players building large stealth block masses and sticking them on their huge ship during transit and then breaking them off when they are about to enter combat.

this could actually make for more dynamic ship combat, or players might see it as a tedious maneuver

whether this is a good or a bad thing i am not entirely sure, but having some way to mask your ship's radar signature is definitely something i'd also like to see as well


i also agree that super small ships and super large ships should be able to spot each other at equal distances as long as the large ship also develops its radar proportionally to its size / power output.

though the challenge with balancing this is determining what counts as a "small ship." in SE2, a player could hypothetically make a "small ship" that has a greater power output and radar than another player's "large ship"

you suggest using mass as what determines small vs large, and honestly that could work pretty well. would this factor in cargo as well? would a miner carrying a large quantity of resources be seen at a greater distance? i think this could definitely open up some interesting dynamics and make players a little more careful when designing their ships, but many might also have complaints.

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The use of a cloaking "cloak" that the ship discards when entering combat is an interesting idea.

It is quite reminiscent of an idea from another thread, where the author proposed the possibility of creating a "mobile asteroid" - not only as a cloaking device, but also as protection/armor and as part of the ship's structure. Using a mobile drilled asteroid as camouflage or a hiding place is also one of the possibilities...


Radar for a small ship - the range of the radar is determined by the size (area) of the antenna and the power supply and transmission power of the radar. In principle, there is nothing to prevent a small ship from being equipped with a large collapsible radar antenna and a sufficiently powerful reactor or large solar panels. The fact that it will have to jettison them in combat in order to maneuver is different problem.

Small ship – large ship – it's just a question of how large a radar antenna they can use meaningfully, how much power they can supply to the radar – and how much space they have on board for radar computer systems and other equipment. And how much all this will weigh.


Ship weight - For the purpose of determining RCS, the empty weight of the ship is always calculated.

In the case of a mining ship, the ore is stored in containers, and it is not visible from the outside whether the containers are empty or full.


A ship that carries other ships or containers is somewhat problematic. On the one hand, the empty weight and RCS of the objects being carried should be added to the weight and RCS of the carrier. But what to do with carriers that hide the same cargo (small ships or containers) hidden in their hull? How to distinguish between connected objects? How will the game engine distinguish between them? The point is that there are three main types of object connections: connection using a merge block, connection using a connector, and connection using a magnetic plate. I don't know... I can't think of an easy solution.

The size of ships - again, a problematic issue.

In my opinion, small ships are ships weighing up to around 50-100 tons - they are characterized, among other things, by having only a control cabin and usually no other living quarters, often not even a cryogenic capsule.

Medium-sized ships could weigh up to around 1,000 tons, large ships up to 10,000 tons - and ships over 10,000 tons would be super-large ships.

But these values are only indicative - and it is solely up to the ship's creator to evaluate and name their work.

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Cargo in a container doesn't typically produce a radar return unless the container is transparent to radar, so unless Keen wants our containers full of millions of Kg of ammo/ore/fuel to be made of plastic or glass we're probably fine sticking with a grid's dry-mass whenever using it to try to calculate RCS.


Merge-blocks aren't a huge issue, things merge-blocked together become a single grid with the combined mass and components of both grids (its how you repair large grids that break in half). Given what the unified grid system will allow I'd almost be surprised if more experienced players didn't start merge-blocking fighters to carriers when not in use just to cut down on subgrid interactions.


As for connectors and landing-gear.... If your "carrier" isn't effectively a Starwars style ftl-ring attaching to something the same size it is then odds are your carrier will be orders of magnitude larger than than whatever you are docking to it. Adding the RCS of a smaller craft to the larger one inside or out would be like adding one page to a 100 page book, generally too small of a change to be worth worrying about.

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